Betta released second quarter report: game live business grew strongly, net profit increased by 513.7percent year on year

category:Internet
 Betta released second quarter report: game live business grew strongly, net profit increased by 513.7percent year on year


Revenue exceeded expectations by 2.508 billion, and net profit increased by more than five times year on year

Driven by the number of paying users, the growth of arppu and the promotion of brand influence, the total revenue of Betta increased by 33.9% from 1.873 billion yuan in the same period of 2019 to 2.508 billion yuan. Among them, the live broadcast revenue increased by 35.8% from 1.708 billion yuan in the same period of 2019 to 2.320 billion yuan. Advertising and other revenue increased by 14.5% from 164 million yuan in the same period of 2019 to 188 million yuan.

In the second quarter, Betta further improved the realization efficiency of high-quality content of the platform by strengthening the fine operation ability of each division. The gross profit of the platform increased by 73.7% from 301 million yuan in the same period of 2019 to 523 million yuan, corresponding to a gross profit margin of 20.8%; under non US general accounting standards, the platform net profit was 323 million yuan, with a year-on-year increase of 513.7%, and the corresponding net interest rate was 12.9%.

Further layout of e-sports industry chain and construction of complete event content system

In order to promote the healthy development of platform content ecology and improve the user activity and retention rate, Betta continued to increase the investment in high-quality content with E-sports as the core in the second quarter. In terms of game content, Betta has signed up with high-quality game anchors in the industry to cover the top events in the industry, so as to deepen the professionalism of the vertical plate content of each game on the platform. Secondly, the platform also continues to focus on the content innovation of diversified sections such as food, life, science and education, so as to provide users with more wonderful live content.

Taking advantage of the professional advantages of live broadcast of E-sports events, Betta has continued to strengthen the in-depth cooperation with Tencent and other game manufacturers in E-sports online events. More than 50 official large-scale events, such as 2020 LPL spring match, King glory KPL professional league, PCL spring match, 2020 hero League mid season Champions Cup, have been broadcast through innovative cooperation. According to incomplete statistics, there were 203 live broadcasting of Kingman glory KPL professional league matches in the second quarter, an increase of 712% compared with the first quarter, and the number of viewers reached 240 million. In terms of self-made events, in the second quarter, more than 50 high-quality E-sports events including the Betta Gold Grand Prix were held, which greatly promoted the number of users and activity of game zones during the competition.

During the reporting period, Betta continued to cooperate with top E-sports teams and star E-sports players. In the second quarter, Betta signed the top E-sports teams in the industry, such as tes team, OMG team, T1 team, Seoul Dynasty team, etc. Among them, the heroic League tes team won the championship in the LPL season middle cup, and the Jedi survival lstars team won the championship in the PCL spring League. Jackey love and Xi Ye, the active stars of the League of heroes, signed a contract with the betta, and XDD, a Jedi survival pro, signed a contract with the betta.

Continue to increase high-quality content input to drive community prosperity and growth

At present, Betta has grown into a new generation of young people watching video games, forming teams to open the black, sharing game skills, expressing interests and hobbies of the diversified online community. Professional, diversified and high-quality program content, live room, video, fish bar and other forms of community interactive scenes promote the stable growth of the platform user scale. According to the financial report, the overall Mau of Betta in the second quarter was 165 million, which continued to maintain the leading position in the industry; the Mau of mobile terminal reached 58.4 million, with a year-on-year increase of 15.4%. In the second quarter, Betta successfully copied the leading model of domestic anchor mining and game content operation to overseas markets, and also maintained a rapid growth trend. In September last year, Betta and Mitsui products of Japan jointly launched the live broadcast product mildom. According to the survey report of Japanese game live broadcast market by abeam consulting, mildoms average monthly viewing time per capita and active days per capita both rank first in the industry, and Mau ranks among the top three in the industry. Betta is expected to continue to grow in the third quarter of 2020, with revenue expected to reach 2.640 billion yuan to 2.680 billion yuan, with a year-on-year growth of 42.1% to 44.2%. Source: editor in charge of mass news: Chen Tiqiang_ NB6485

At present, Betta has grown into a new generation of young people watching video games, forming teams to open the black, sharing game skills, expressing interests and hobbies of the diversified online community. Professional, diversified and high-quality program content, live room, video, fish bar and other forms of community interactive scenes promote the stable growth of the platform user scale. According to the financial report, the overall Mau of Betta in the second quarter was 165 million, which continued to maintain the leading position in the industry; the Mau of mobile terminal reached 58.4 million, with a year-on-year increase of 15.4%.

In the second quarter, Betta successfully copied the leading model of domestic anchor mining and game content operation to overseas markets, and also maintained a rapid growth trend. In September last year, Betta and Mitsui products of Japan jointly launched the live broadcast product mildom. According to the survey report of Japanese game live broadcast market by abeam consulting, mildoms average monthly viewing time per capita and active days per capita both rank first in the industry, and Mau ranks among the top three in the industry.